Running Away in Combat

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Re: Running Away in Combat

Postby Jiochan » Mon Jun 24, 2013 9:30 pm

jordancoles wrote:A snare move that can be used every 20 seconds with a rope equipped from 5-7 tiles away with no obstructions might be decent


No a moving hit snare move. not a distance. because if you are able to just snare from a distance 5 people chasing u would be an insta kill.
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Re: Running Away in Combat

Postby Astarisk » Mon Jun 24, 2013 9:32 pm

Jiochan wrote:
jordancoles wrote:A snare move that can be used every 20 seconds with a rope equipped from 5-7 tiles away with no obstructions might be decent


No a moving hit snare move. not a distance. because if you are able to just snare from a distance 5 people chasing u would be an insta kill.

Yeah, the current system just seems to favor one side, or another. There seems to be no depth or enough counterplay. You either make it easier to run away, or condemn a guy who is outnumbered to death right away. There seems to be no good middle ground.
Last edited by Astarisk on Mon Jun 24, 2013 9:32 pm, edited 1 time in total.
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Re: Running Away in Combat

Postby jordancoles » Mon Jun 24, 2013 9:32 pm

Jiochan wrote:
jordancoles wrote:A snare move that can be used every 20 seconds with a rope equipped from 5-7 tiles away with no obstructions might be decent


No a moving hit snare move. not a distance. because if you are able to just snare from a distance 5 people chasing u would be an insta kill.

With the current mechanic that's not true in all cases, if you have 1k ua you could likely tank quite a bit but you are very correct in most cases. I retract the distance statement. I'd like to see some form of move like punch/sting that does have a snare/trapping effect though as you said.
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Re: Running Away in Combat

Postby jordancoles » Mon Jun 24, 2013 9:38 pm

I would also like to see actual unarmed fighting getting some lovin'
Perhaps integrate the snare into a move like strangle and change the requirements up a bit

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Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Running Away in Combat

Postby MOldAr » Mon Jun 24, 2013 10:43 pm

waiting for HHP damage for running in combat
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Re: Running Away in Combat

Postby Sardte » Mon Jun 24, 2013 10:46 pm

Interesting suggestions, should make for some interesting new changes in combat
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Re: Running Away in Combat

Postby talon00302 » Mon Jun 24, 2013 10:56 pm

Stop this gay 25% weight shit and just make it do 100% of your attack bar so its deadly but not over powered.
A guy would think twice about running when you could sting/punch and ko him as opposed to fighting.
10/10 idea send it to loftar
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Re: Running Away in Combat

Postby Oddity » Mon Jun 24, 2013 11:06 pm

_Gunnar wrote:give images of spears please!! are they light 1h spears or more like pikes/halberds?

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I'll get it equipped on a player sometime with my server emulator or something. Then there will be more pictures :)
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Re: Running Away in Combat

Postby jordancoles » Tue Jun 25, 2013 12:10 am

Oddity wrote:
_Gunnar wrote:give images of spears please!! are they light 1h spears or more like pikes/halberds?

Image

I'll get it equipped on a player sometime with my server emulator or something. Then there will be more pictures :)

Please show dragons, large boats, windswords and horses also
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Running Away in Combat

Postby Zeronine » Tue Jun 25, 2013 12:11 am

Spears would be amazing, also my vote for how to change movement punches would be let it break 100% def, but do no damage whatsoever, to avoid oneshots while also making running around like a headless chicken in combat detrimental to the general success of the player by making it more easily punishable.

I cannot stress how much spears are gonna be awesome.

edit: cannot into english.
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